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engines/crab/splash.h
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72
engines/crab/splash.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This code is based on the CRAB engine
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*
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* Copyright (c) Arvind Raja Yadav
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*
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* Licensed under MIT
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*
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*/
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//=============================================================================
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// Author: Arvind
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// Purpose: A basic screen that flashes an image for a time interval
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//=============================================================================
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#ifndef CRAB_SPLASH_H
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#define CRAB_SPLASH_H
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#include "crab/crab.h"
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#include "crab/image/ImageManager.h"
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#include "crab/LoadingScreen.h"
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#include "crab/music/MusicManager.h"
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#include "crab/ScreenSettings.h"
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#include "crab/text/TextManager.h"
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#include "crab/gamestate_container.h"
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#include "crab/gamestates.h"
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#include "crab/timer.h"
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namespace Crab {
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//------------------------------------------------------------------------
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// Purpose: Splash screen class
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//------------------------------------------------------------------------
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class Splash : public GameState {
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pyrodactyl::image::Image _background;
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int _x, _y;
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bool _firstRun, _loadComplete;
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public:
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Splash();
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~Splash();
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void handleEvents(Common::Event &event, bool &shouldChangeState, GameStateID &newStateId) {}
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void internalEvents(bool &shouldChangeState, GameStateID &newStateId);
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void draw();
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void setUI();
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// We don't need to save game state here
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void autoSave() {}
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};
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}
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#endif // CRAB_SPLASH_H
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